Throw2
By TaskMasterX
Buy as: Hex, Power Null, Stun or other offensive attack types, or irresistible types like Energize.
Intensity effect: none
Effect:
Throw2 is like using the Throw command on characters. You pickup the target and throw them forward in the direction you are facing. Now, it requires a small bit of work if you want to use this for a character that isn't man-sized, or if you want to use a different animation other than the default pickup_object and throw_object animations. The thrower’s Strength as well as Heavy Lifter, if they have it, and the target’s mass is calculated into the ability to lift the object and how far they throw it. If the target is too heavy for the thrower to lift, the throw will cancel.
Customisation
NOTE:
Because Throw2 is one of the swaps in ffx2.py it will not appear in the FFX Control Center. You’ll need to manually edit the ffxcustom.py file to add the line for your character’s State Swap. State Swaps are all the way at the bottom of the ffxcustom.py file. Add the line after the last State Swap but before the last bracket ]. Like this:
["strong dude","energysurge","throw2","all"],
]
Then you’ll edit ffxcustom2.py to customize the Swap.
- Mesh Size: There's a Mesh Size value that you have to put into the customization list in ffxcustom2.py. Most of the work in testing a lot of meshes with this has been done and there’s a list showing which Mesh Size value works best with which mesh. If the character is on a man-sized mesh (male_basic, female_basic, male_muscular_tall, etc.) then you don't need to worry about the Mesh Size because it's already defaulted to that value. Here's the list I made with the approx. height in feet, the Mesh Size value, and then the actual name of the meshes that are part of that group:
# Mesh Size Options for Throw Swaps:
#
# tiny (1ft) = 0.6 (male_tiny)
# dwarf (4ft) = 0.8 (male_dwarf)
# mansize (6ft) = 1 (male_basic, male_cape, female_basic, female_longhair, male_muscular_tall, etc.)
# hulking (8ft) = 1.3 (male_hulking, male_hulking_brute, Male_Titan, etc.)
# giant_10ft = 1.6 (Giant-Man_II_Gren)>
# giant_12ft = 1.8 (Giant-Man_Gren and a male_basic mesh using TommyBoy's male_basic 12ft Giant Keyframes)
# giant_15ft = 2 (Goliath_III_Gren, goliath_giant_t, goliath_giant_alpha,tv_giant_15ft Keyframes)
# giant_18ft = 2.2 (goliath_titan_alpha, Male_Titan2, male_basic mesh using TommyBoy's male_basic 18ft Giant KFs)
# giant_20ft = 2.5 (goliath_titan)
# giant_25ft = 2.7 (goliath_huge_t, tv_giant_25ft Keyframes)
# giant_30ft = 3 (male_basic mesh using TommyBoy's male_basic 30ft Giant KFs)
# giant_50ft = 6 (male_basic_giant)
# giant_60ft = 8 (male_basic mesh using TommyBoy's male_basic 60ft Giant KFs)
# giant_120ft = 30 (male_basic mesh using TommyBoy's male_basic 120ft Giant KFs)
The rest of the customization list is for customizing the animation. Most of the pickup_object and throw_object animations have the same time and this is the default animation for this so you won’t need to change anything here unless you choose to use another animation or if the mesh’s pickup_object or throw_object times don’t match the default.
Pickup Time: As soon as the Thrower hits the Target with the Swap, the target will be forced into a flailing animation and locked in front of the Thrower until the Thrower begins the pickup_object animation. The customization is the amount time in seconds from the time the target is locked in the flail animation to the time they start to rise over the Thrower's head. If the target rises over the Thrower's head before the Thrower starts to lift his arms, then the number is to low. Increase the time so the target waits until the thrower begins to lift his arms.
Leave Hand Time: This next customization is the time in seconds from the time the Target is locked over the Thrower's head to the time they start to be thrown forward. If the Target is thrown forward before the Thrower starts with the throwing animation, then increase the time they are locked over the Thrower's head, so they'll be thrown right when the Thrower is moving his arms forward for the throw. If the Target is still over the Thrower's head after the Thrower has finished the throw animation, then decrease the time.
Throw Animation: The last customization is the name of the animation you want to use, if not the default one.
Example:
FFX_THROW2_CUSTOM=[
["default",1,2,1.5,""],
["types","iMesh Size","iPick Up Time","iLeave Hand Time","AThrow Animation"],
["giant-guy",2.2,2,1.5,""],
]
To add the customization for your character look up the mesh in the list Mesh Size List above and put the number (w/out quotes!) in after the character’s name.
In the example above Giant-Guy is on the goliath_titan_alpha mesh so his Mesh Size is 2.2. The Pickup Time is 2 and the Leave Hand Time is 1.5. He’s using the default pickup_object and throw_object animations so the last slot is left empty "".